Just wondering if people have found any effective ways to raise Defensive Magic other than healing in groups?
I've been fear kiting kipees (fear1, ice2, ice2, repeat), but it's slow going. My offensive magic is going up more than twice as fast.
Would I be better off with sleep? Could I optimize the defensive xp by letting sleep drain sap for a while before I nuke for the kill? Or would I be in the same boat as fear, having to recast to keep to critter off my under-armored mage?
Are there any better options?
Raising Defensive Magic - Non Healer Routes?
Re: Raising Defensive Magic - Non Healer Routes?
For soloing magic, you've already found the best method. To improve your defensive magic more quickly, you will have to team.
Re: Raising Defensive Magic - Non Healer Routes?
to raise defence at the same rate you wil lneed to do one defencive spell followed by one offencive spell and repeat
fear, ice, fear, ice
holdign the sleep will still only count as one cast
fear, ice, fear, ice
holdign the sleep will still only count as one cast
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It's Prttey fnuny how we can raed tihs einrte snetnece wtih all tehse ltters all out of palce, and we can cnotniue to keep raednig and sitll mekas snece of waht we are raeding. No mttar how mnay tmies you raed tihs oevr and oevr you can sitll mkae snece of it.
How is taht pssoible?
It's Prttey fnuny how we can raed tihs einrte snetnece wtih all tehse ltters all out of palce, and we can cnotniue to keep raednig and sitll mekas snece of waht we are raeding. No mttar how mnay tmies you raed tihs oevr and oevr you can sitll mkae snece of it.
How is taht pssoible?
Re: Raising Defensive Magic - Non Healer Routes?
*Message deleted because it conflicted with the message title*
Puk
Puk
Re: Raising Defensive Magic - Non Healer Routes?
I use stun sometimes instead of blind, this makes duo leveling slower. If there are two mages though, and one blinds while I have a stun overlap, when the blind wears the monster can dodge but not attack. this gives the blinder a chance to recast without the tank getting hit. These twolink spells havea 'recast' that goes off every round when the monster does a save check.